XML:ONLV: Difference between revisions

207 bytes added ,  28 August 2013
m
visible GunkQuad limit is 8192, problem could be managed with env_show
m (Notes on conflicting length specification (re-saving a Sketchup dae in Mod Tool) and notes on disappearing AIs on GridIgnore-flagged geometries plus fix)
m (visible GunkQuad limit is 8192, problem could be managed with env_show)
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* triangle limit of a game level: ca. 520.000 (500.000 to be on save side)
* triangle limit of a game level: ca. 520.000 (500.000 to be on save side)
* {{ModTool}} can save dae files with max. 64.000 triangles per object
* {{ModTool}} can save dae files with max. 64.000 triangles per object
* when the triangles are packed too tight then the cam will look at too many of them and glitches appear: the visible GQs (GunkQuads?) limit is ca. 16.000, sooner or later higher numbers will cause render bugs and call BSL message "Exceeded max visible GQs ''number''" (you can decrease the gs_farclipplane_set value to avoid that problem)
* when polygons are too tightly packed the cam will look at too many of them and glitches appear: the visible GQs (GunkQuads) limit is 8192 (2^13), higher numbers will cause render bugs and call BSL message "Exceeded max visible GQs ''number''"; limited solutions to this:
** decrease the gs_farclipplane_set value
** hide objects by [[#.3CModel.3E|env_show]]
** hide objects by ''level design''
*** for example departments in a building could be quite detailed because the view at the other departments/rooms is blocked by non-transparent walls
* The camera can look at 2049 transparent textures at once, one more and Oni crashes.
* The camera can look at 2049 transparent textures at once, one more and Oni crashes.
* characters are visible ''only'' within 4099|4099|4099 and -4099|-4099|-4099 world units
* characters are visible ''only'' within 4099|4099|4099 and -4099|-4099|-4099 world units
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'''Disappearing AIs'''
'''Disappearing AIs'''


When AIs tend to disappear (fall through the ground) on GridIgnore-flagged geometries, use one of these two BSL commands to avoid the problem:
When AIs tend to disappear (fall through the ground) on GridIgnore-flagged geometries, use one of these two BSL commands to avoid this problem:
: chr_lock_active ''AI_name''
: chr_lock_active ''AI_name''
: chr_all_active = 1
: chr_all_active = 1
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